Hammerhead said:
Just have to say I'm enjoying reading the game. And having the "privelige" (cough, cough) of running Victim's first version of Security, I can't wait to see what the brutal, cold-hearted killing machine will do next.
This looks like a great game.
Want some cheese with your whine? Don't complain when your 10 minute cheapo villains lose to my painstakingly crafted character. Besides, the errata changed the way my secondary attack modes work. Also, you were the one launching DC 38 ramming attacks.
BTW, I still think the original is the most powerful. Check out JusticeMan.
STR 20
DEX 14
CON 20
INT 10
WIS 10
CHA 12
26
Skills (4) total 30
Diplomacy, Profession, Spot, Listen
Feats: (8, 38 total)
HQ
Superflight
Durability
Toughness
Bab +8 (24, 62)
Apothesis Process: +10 Super Strength, Protection, Immunities (8 ranks), Regeneration, Flight, Super Senses, Super Con (Fort and Con checks) Source: superscience - nanomachines
8(1+ 3+1+1+1+1+1+2) = 8(11) = 88
2(1 + 3+1+1+1+1+2) = 2(10) = 20
Powers = 108, 170 total
Vulnerability: Magentic attacks
Naive
+20
170/170 spent
Actually, some kind of upgraded boost power might work better than Super strength+Super con, but I don't have the rules for boost. Flight might be replaced with running and/or leaping. Supersenses would be easy to remove as well. The nano machines can be turned off or otherwise neutralized with magnetic fields.